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The Mary Janes
RRedLegendary Creature — Human Bard Performer

The Mary Janes

Mana value4Rank#21,976
BuildCard details

The Commander

This spell costs {1} less to cast for each creature that attacked this turn.

Menace (This creature can't be blocked except by two or more creatures.)

Guide

Gameplan

Play a hyper-aggressive mono-red go-wide deck that swings every turn, using The Mary Janes' cost reduction to deploy it cheaply (often for {R} or free) after your team attacks, then close games with burn and combat damage. You curve out with cheap creatures, attack early and often, and use extra-combat and damage-doubling effects to finish.

Strengths

  • Cheap to recast in go-wide aggro—attack first, then drop it for {R} or even free, dodging commander tax escalation
  • Menace makes it hard to block and reliable for combat damage / commander damage
  • Mono-red gives access to the format's best burn, haste enablers, and impulse draw
  • Low mana value means it survives most board wipes and rejoins the fight quickly

Weaknesses

  • The card itself offers no card advantage, ramp, or protection—it's essentially a vanilla beater
  • Runs out of gas like all mono-red aggro decks; struggles in long grindy games
  • No evasion beyond menace and no built-in resilience to spot removal or chump blockers
  • Color identity locks you out of board wipes' best answers, blink, and recursion engines

Key Cards

  • Purphoros, God of the Forge — Turns your wide creature deployment into direct damage, providing a non-combat win path.
  • Krenko, Mob Boss — Floods the board so The Mary Janes is nearly free and gives you a huge attacking force.
  • Impact Tremors — Each creature you deploy pings every opponent, rewarding your go-wide token strategy.
  • Fervor — Haste across the team lets you attack the turn creatures arrive, enabling the cost reduction immediately.
  • Hellrider — Adds damage for each attacker, brutally efficient with a wide, menace-led offense.
  • Dolmen Gate — Lets your attackers swing freely without dying, keeping your board intact for repeated assaults.

Upgrade Path

Lean into the strongest token engines and haste enablers—add Goblin Bombardment, Skullclamp, and Mardu/red impulse draw like Light Up the Stage to refill your hand. Prioritize damage doublers and 'whenever a creature attacks' payoffs (Hellrider, Druids' Repository, City on Fire) so each swing converts into lethal output. Round out with efficient mono-red ramp (Treasure makers, Jeska's Will) to deploy multiple threats per turn and push the deck toward a fast, resilient aggro clock.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Wide combat damage with menace and damage-pumping anthems like Hellrider
  • ▸Aristocrats/ETB pings via Purphoros and Impact Tremors
  • ▸Burn spells to the face after combat softens opponents
  • ▸Commander damage from a buffed, evasive The Mary Janes in the late game

Archetypes

  • Go-Wide Aggro — The cost reduction rewards attacking with many creatures, so a token-flooded board makes the commander free.
  • Tokens — Cheap mass token producers fuel both the attack count and damage payoffs like Impact Tremors.
  • Burn / Spellslinger — Mono-red lets you supplement combat with direct damage to close games when blockers stall the ground.
  • Goblin Tribal — Goblins like Krenko generate the bodies needed to swing wide and reduce the commander's cost to nothing.

Combos

No combos found for this commander on Commander Spellbook.

Related Commanders

Same color identity (R), by popularity.

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Krenko, Tin Street Kingpin

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Solphim, Mayhem Dominus

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Torbran, Thane of Red Fell

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Moraug, Fury of Akoum

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Lathliss, Dragon Queen

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Drakuseth, Maw of Flames

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Krenko, Mob Boss

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